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The Anacrusis News

55 - Flasher’s Gonna Flash

The march to 1.0 continues with a bunch of perf improvements and fixes for long-standing bugs.
  • Flasher Perf fixes
  • Flasher death leaving common they control stalled out is fixed
  • The dead corner at the start of Episode 4 should be fixed (finally, we hope)
  • Heavy Plasma is now louder and punchier
  • Fixed collision bugs in Episode 4
  • Bug fixes and QOL improvements

Update 54 - Getting Free From Grabbers

This week’s update fixes a handful of long-standing bugs that have haunted us since launch. Sorry it took us this long to get to them, but they turned out to be surprisingly complicated.

  • We fixed a collection of bugs that prevented Survivor bots from reliably rescuing players who had been grabbed. Bots can now target and shoot the Grabber more effectively at close to medium range. That means you shouldn’t see any more bots shooting into the wall by the Grabber
  • Additionally, we found a few cases where pulse wouldn’t release a grabbed Survivor when we expected it to. This was caused by a reduction in efficacy of the pulse at its maximum range, and affected both bots and human players, where a pulse at the edge of the effective range would look like it hit a grabbed Survivor, but it wouldn’t actually free them from the grab. We’ve fixed the issue, so now any amount of pulse hitting a grabbed player should free them
  • Health stations no longer work in versus mode. We disabled them in Versus after feedback from playtests. They tend to tip the balance hard in favor of Survivors, with no accompanying risk increase of risk
  • Bots will no longer teleport when they’re reviving a downed player or respawning a dead player
  • We’ve fixed a long-standing issue with player-created fire. Previously, the fire visual FX and the area of effect for fire damage from grenades or flaming goo could get out of sync in certain conditions. We’ve fixed the desync, so now if you can see fire on the ground, it will damage you. If you can’t see fire on the ground, you won’t take damage when you walk through a space
  • Added ambient sound effects to Episode 4, Level 2
  • Added sounds to force fields and repulsor lifts throughout the game
  • Added and adjusted timing for voice lines in Episode 4
  • Gave the bots an unhealthy fixation on spawner turrets

We're Leaving Early Access, But This Is Just the Beginning

We just sent out a press release to a bunch of news outlets with our 1.0 date on Steam (it's December 5) and we wanted to share that news here where players can see it too. This is just the beginning for the game, but we owe a huge thank you to everyone who played the game and gave us feedback over the last two years. You all helped shape the game into what it is today and we wouldn't have reached this milestone without you!

Retro-Future Shooter The Anacrusis to Blast Out of Early Access after 22 Months, 53+ Updates, and More Than a Million Players Served

After 23 months of intensive Early Access development, more than a million players, 53 updates (and counting), and the constant help of our community of players; The Anacrusis will reach version 1.0 and leave Early Access on Steam on December 5, 2023.

The Anacrusis tells the story of four survivors of a surprise alien attack set in a retro-futuristic sci-fi world. The unlikely survivors are stranded at the edge of space, where they must search for other humans, find a way to warn the rest of humanity about the alien threat, and maybe pick up some corn dogs—all while locked in a desperate fight for survival against endless alien hordes.

The Anacrusis is a multiplayer co-op shooter, with 1-to-4-player cooperative story and holdout modes as well as a 1-8 player competitive versus mode. With multiple intensity settings, The Anacrusis delivers the experience players want, whether they’re looking for a social hangout with friends or a difficult game that requires coordinated action and solid teamwork. The game is built for replayability—each time you play an episode, you learn more about the story and the characters.

Developed by the creative lead of Left 4 Dead series, The Anacrusis builds on what was learned making those games to create something new and modern that still feels familiar to returning players. The core of The Anacrusis is a new breed of AI Director. The AI Director monitors players’ status and ability, then uses its control over enemy, weapon, health, and ammo spawns to dynamically change the state of the game—pushing players right to the edge of their capabilities, before letting off and giving them time to recover. By creating the peaks and valleys necessary to build alternating feelings of dread, excitement, and relief in players, The Anacrusis’s AI Director makes every game exciting.

Stray Bombay launched The Anacrusis in Early Access because we knew we how difficult it is to make a game that’s simultaneously accessible to new players and challenging for experienced players. Since the Early Access launch in January of 2022, we’ve built the game with the community – 53 updates later, our new Steam reviews are Very Positive and the community is thriving.

In addition to the traditional co-op and holdout modes, we added asymmetrical Versus to The Anacrusis this summer. Versus lets players take on the role of the Special aliens, working together to prevent the human Survivors from reaching their goals. (Because of its asymmetrical nature, we like to think of it as a form of sanctioned griefing—teams basically take turns being mean to each other.) Unlike other titles, Versus is tuned to allow between 1-8 players to play, with our AI bots taking on unfilled roles. That means you can play a Versus game with any size group of friends, you don’t need to get 8 players together to have a compelling game. Additionally, our full bot support lets players practice as the aliens against AI Survivors.

One of our most requested community features was Steam Workshop support. We rolled that out last year, giving players access to community-built episodes, unique cosmetics, emotes, character skins, and more.

We’re proud of how far the game has come during our Early Access period. We embraced the spirit of Early Access—a virtuous circle of feedback from the community followed by updates to the game followed by more feedback—to create a successful game. The game wouldn’t be in the place it is now without the active community that’s formed around The Anacrusis. We owe a great deal of thanks to everyone who has given us feedback and helped us build the best co-op shooter.

“The Anacrusis is built on everything I learned from making the Left 4 Dead series," said Chet Faliszek, founder of Stray Bombay. “I wanted to modernize the core L4D concepts, so we started with a strong, replayable story mode and built from there. The Anacrusis is among the best of the genre and showcases our unique take on co-op shooters. I’ve enjoyed working directly with the players and modders for the last two years, but what we’re shipping with 1.0 is just the beginning for the game."

Left 4 Dead's retro sci-fi cousin The Anacrusis will leave early access in December


After almost two years in early access spanning 53 updates, sociable retro sci-fi FPS The Anacrusis has a 1.0 release date - 5th December 2023. The word "anacrusis" refers to a set of syllables that precede the first metrical foot in a line of poetry - an intriguing moniker for a game that is essentially Valve's Left 4 Dead, but set in a 1970s-styled high tech facility reminiscent of No One Lives Forever. I'll be honest, I haven't been keeping up with The Anacrusis, and assumed that it was one of those top-drawer philosophical puzzlers. Come on, there isn't even a pun in the title!


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Update 53 - Meet the New Brute

Big changes are afoot! The big headline feature for this update is that we’ve rolled out a new Brute primary attack for Versus mode. We, based on feedback from lots of play sessions with the community, felt like the co-op version of the Brute primary attack is less impactful than we wanted. So we’ve adjusted the Versus version of the Brute attack to be a charge with a user-controllable ground pound at the end. To start the charge, simply hold your attack key and release it when you’ve got the most Survivors in the area of effect circle on the ground. (Note: this attack is experimental. We’ll be adjusting the damage it does based on feedback from the community.)
Co-op players need not fear the new Brute. The traditional leap attack was working great for AI-controlled Brutes, so we didn’t apply the new change to co-op games.
But wait, there’s more. We’ve also made a bunch of other significant changes to both Versus and Co-Op mode.

Director changes
  • We’ve changed the way spawns are selected by the Director. Previously, if the Director thought a spawn was unacceptable, it would stop evaluating that spawn for future waves of aliens. Now, each spawn will be evaluated for for suitability during each alien spawn wave. This should encourage players to stick closer together, as teams that spread out will face a great deal more common aliens than they did previously


Versus Changes
  • Adjusted the alien special third-person cameras to be more stable, to reduce motion sickness
  • A bug that prevented players from starting and cancelling the Gooper alt-fire (aka the Happy Dance) has been fixed for mouse & keyboard players. A fix for gamepad players will be in the next update
  • Fire VFX is more readable and less disorienting when you’re surrounded by enemies on fire


More Episode 4 fixes
  • Fixed fire that was mis-sized in several areas of Episode 4
  • Fixed several holes in the world in Episode 4
  • Dramatically reduced the volume of the episode 4 finale generator sounds


Sound Changes
  • Added ambient sounds to episode 4. The Isolode is in bad shape by the time the Survivors are heading for the self-destruct switch. Expect to hear lots of creaking, groaning, leaking, and crackling as you explore the first level of Episode 4.
  • Increased the oomph of the special weapons. After our primary weapon balance pass earlier this year, we were worried that the special weapons were sounding a bit anemic, especially the laser and arc rifles. We’ve bumped up their sound and intensity a bit to accommodate.


Lobby Changes
  • Team selection widgets should work more reliably when the host changes modes
  • Fixed “a ton” of UI state bugs that could occur when the host and party members got out of sync in the lobby